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Emotional response patterns and sense of presence during video games: potential criterion variables for game design., , , , , и . NordiCHI, стр. 339-347. ACM, (2004)Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality., , и . Int. J. Hum. Comput. Stud., (ноября 2023)Augmented Virtual Reality Meditation: Shared Dyadic Biofeedback Increases Social Presence Via Respiratory Synchrony., , , , , и . ACM Trans. Soc. Comput., 4 (2): 6:1-6:19 (2021)More Immersed but Less Present: Unpacking Factors of Presence Across Devices., , и . IMX, стр. 140-149. ACM, (2023)Neuroadaptive Meditation in the Real World., , , , , и . BCIforReal@IUI, стр. 29-33. ACM, (2017)Reflections on the Use of Psychophysiology in Studying Reading on Digital Media, , и . IRIS: Selected Papers of the Information Systems Research Seminar in Scandinavia, (2015)Online News and Corporate ReputationA Neurophysiological Investigation., , , , , и . J. Media Psychol. Theor. Methods Appl., 27 (3): 118-133 (2015)RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System., , , , , и . IUI, стр. 208-217. ACM, (2016)DYNECOM: Augmenting Empathy in VR with Dyadic Synchrony Neurofeedback., , , , , , и . HICSS, стр. 1-9. ScholarSpace, (2019)Mobile Application for Increasing Contextual and Emotional Work Group Awareness., , , , и . INTERACT (1), том 4662 из Lecture Notes in Computer Science, стр. 527-531. Springer, (2007)